Difference between revisions of "Wallrunning"

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* The player wait for the acceleration to begin.
 
* The player wait for the acceleration to begin.
  
[http://www.doom2.net/doom2/facility/agility.html The deathmatch tutorials at doom2.net] propose that wallrunning also works occasionally on sidedefs of other orientations. In addition, because [[sprite]] “footprints” on a map are square rather than round, this same acceleration can occur along one edge of a long row of aligned obstacles, where it is referred to as “thingrunning”.
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On rare occasions, wallrunning also works on sidedefs of other orientations (for instance, west-north-westward along linedefs 106, 119, and 39 of DMPRTL2.WAD from [[Maximum Doom]]). In addition, because [[sprite]] “footprints” on a map are square rather than round, this same acceleration can occur along one edge of a long row of aligned obstacles, where it is referred to as “thingrunning”.
  
 
== Demo files ==
 
== Demo files ==
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== External links ==
 
== External links ==
* [http://www.doom2.net/~compet-n/index.cgi?action=nostalg&page=map23 A discussion of thingrunning] (with demos) on the Compet-N web site
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* [http://www.doom2.net/doom2/facility/agility.html Wallrunning as a deathmatch tactic], at doom2.net
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* [http://www.doom2.net/~compet-n/index.cgi?action=nostalg&page=map23 A discussion of thingrunning] (with demos) on the [[Compet-N]] web site
  
 
[[Category:Errors and bugs]]
 
[[Category:Errors and bugs]]
 
[[Category:Tactics]]
 
[[Category:Tactics]]

Revision as of 22:42, 11 September 2006

Wallrunning can occur when a player runs along a straight wall (either normally or by straferunning) while in contact with it. The player will be accelerated to a speed that is greater than normally attainable.

Wallrunning is triggered when:

  • The player is running north along a one-sided north-south wall, south along a two-sided north-south wall, or east along a one-sided east-west wall; and
  • The player is aligned either precisely parallel to, 38.7 degrees away from, or 45 degrees away from the wall.

After a brief moment, the player will begin moving at a very high speed, ceasing only when the player stops running, encounters a corner, or changes direction (e.g. by being hit by a monster).

An agile player can exploit this bug as a speedrunning or deathmatch tactic, taking advantage of north-south and east-west walls to dodge projectile attacks or move quickly between distant areas of a map. Its use in deathmatch play is somewhat limited, however, because it requires that:

  • The level contain a straight north-south or east-west wall in the appropriate place(s);
  • The player determine which way is north, possibly during a fast-moving firefight;
  • The player rapidly orient himself at the desired angle to the wall and;
  • The player wait for the acceleration to begin.

On rare occasions, wallrunning also works on sidedefs of other orientations (for instance, west-north-westward along linedefs 106, 119, and 39 of DMPRTL2.WAD from Maximum Doom). In addition, because sprite “footprints” on a map are square rather than round, this same acceleration can occur along one edge of a long row of aligned obstacles, where it is referred to as “thingrunning”.

Demo files

External links